Bevel node, baking normal map problem
I don´t know how would you fix it and get a perfect bake, to me it seems like an issue due to ray tracing, where more samples are needed, denoise filter and what not. What you could try: Try to find a denoise filter for Photoshop or whatever ur using and apply it to the normal, see if it fixes it. Also what you can try is playing with blur and then using overlay, difference blend modes to try and patch up those holes with something that works. Maybe copy the normal map, offset it by 1-2 pixels right and up, and use difference blender mode to catch a selection of these dots and then reuse the offset texture to patch it up with those normal base on the difference alpha you get.